Critical Fumbles

Critical Fumbles

Die selection table.
Weapon is: Die
2 size smaller than wielder and used two-handed. 2d4
2 sizes smaller than wielder.1 sizes smaller and used two-handed.

Natural bite

2d6
1 size smaller than wielder.Equal size to wielder and used two-handed.

Natural claw, strike or headbut.

2d8
Equal size to user.Natural tail, breath, kick, or wing. 2d10
Larger size than wielder. 2d12

 

Severity*
Effect
[[Image:|thumb|<center>
]]1 or lower</center>
Loss of focus. Wielders remaining attacks are delayed 1 phase.
2
Mishap. Any remaining attacks in this round are lost.
3
Mishap. Any remaining attacks this round are lost. Save vs. Death or fall.
4
Mishap. Any remaining attacks this round are lost. Next round delayed 1 phase.Save vs. Death or fall.
5
Mishap. Any remaining attacks this round are lost. Next round delayed 2 phases.Save vs. Death or fall.
6
Screw up. Drop random item. Make perception check to notice.
7
Screw up. –2 to all attacks next round, delayed 2 phases. Remaining attacks this round are lost.
8
Screw up. Off balance, +1 ac next round, no dex or style bonus. Remaining att. this round are lost.
9
Screw up. Drop weapon – lands in own square. Remaining att. this round are lost.
10
Fumble. Bad footing, fall. Remaining att. this round are lost.
11
Fumble. Arm-twisted, drop weapon – weapon lands within 3 yards. Rem. att. this round are lost.
12
Fumble. Hit self-½damage. Remaining att. this round are lost.Males: Check for hit to the groin (see rules above).
13
Fumble. Armor tangles, it functions only ½ until reset (takes 1d6 rounds). + ½ move. Rem. att. lost.
14
Accident. Hit random square within 1 yards. Normal damage to object in area.(Object may save vs. Death to avoid). Remaining att. this round are lost.
15
Accident. Hit random square within 2 yards. Normal damage to object in area.(Object may save vs. Death to avoid). Remaining att. this round are lost.
16
Accident. Fall on leg for 1d6 dam. Save vs. Death or injure leg. Remaining att. this round are lost.
17
Accident. Hit random square within 4 yards. Normal damage to object in area.(Object may save vs. Death to avoid). Remaining att. this round are lost.
18
Disaster. Weapon strikes hard object, weapon save vs. Crushing blow. Reroll with 1d8+5 Remaining att. this round are lost.
19
Disaster. Hit random square within 3 yards. Max. Damage to object in area. + Reroll with 1d4+9.(Object may save vs. Death to avoid). Remaining att. this round are lost.
20
Disaster. Bad move, weapon arm broken. Remaining att. this round are lost.
21
Disaster. Hit self, limb broken. Save vs. Death or suffer major bleeding. Rem. att. this round are lost.
22
Catastrophe. Hit self, max damage. Save Vs Death or server limb + major bleeding. Rem. att. lost.
23
Catastrophe. Hit self, max damage. Save vs. Death or server limb + severe bleeding. Rem att. lost.
24+
Catastrophe. Hit self, Double max damage. Save vs. Death, or crush own skull. Rem att. lost.

*

Weapon of choice + Expertise subtract 1 point.

Specialists subtract 1 point

masters subtract 2 points

high masters subtract 3 points

grand master subtract 4 points.

Only familiar add 1 point.

Untrained add 2 points.

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